The Tome Unrestricted series fleshes out monsters from the Tome of Beasts 3, giving GMs ways to modify existing monsters to surprise well-prepared players or introduce new monsters to a campaign.
This time, we’re looking at ways to change up the tatzelwurm (see Tome of Beasts 3) including alternate traits and actions, different elements, as well as new magic items, spells, and adventure hooks inspired by them.
A tatzelwurm is a lesser dragon with a head that resembles a cat’s. It is known for its distracting shrieks and hisses and for its poisonous nature, both in blood and breath.
Alternate Traits and Actions
The following changes allow GMs to alter a tatzelwurm without modifying its challenge rating.
Grasping Tail (Costs 2 Actions). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained. The tatzelwurm can only have one creature grappled at a time.
In exchange for this legendary action, the tatzelwurm loses its Tail Slap.
Opportunistic Bite. The tatzelwurm makes a Bite attack against a prone target.
In exchange for this legendary action, the tatzelwurm loses Move.
Toxic Breath (Recharge 5–6). The tatzelwurm exhales a cloud of toxic vapor in a 15-foot cone. Each creature in the area must make a DC 14 CON save, taking 14 (4d6) poison damage and becoming poisoned on a failure, or half as much damage and not poisoned on a success. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The tatzelwurm loses its Poisonous Breath in exchange for this action.
Elemental Tatzelwurms
In a pale imitation of their true dragon cousins, tatzelwurms can change their internal compositions to match their environments. Acid tatzelwurms live in wastelands polluted by arcane magic and devastating wars, while fire tatzelwurms dwell in volcanic locations.
Acid Tatzelwurm
The acid tatzelwurm replaces its poison damage immunity with acid immunity. It has proficiency in Survival (which becomes +4), though it loses its proficiency in Stealth (which becomes +2). Any poison damage it normally deals instead becomes acid damage. Finally, in place of its Poisonous Breath, it has the following action.
Acrid Breath (Recharge 6). The acid tatzelwurm exhales a cloud of acidic vapor in a 15-foot cone. Each creature in that area must make a DC 14 CON save, taking 21 (6d6) acid damage on a failure, or half as much damage on a success. A creature that fails its save takes an additional 7 (2d6) acid damage at the beginning of its turn. A creature can use its action to pour water on an affected creature to negate the additional damage.
Fire Tatzelwurm
The fire tatzelwurm replaces its poison damage immunity with fire immunity. It has proficiency in Acrobatics (which becomes +5), though it loses its proficiency in Stealth (which becomes +2). Any poison damage it normally deals instead becomes fire damage. Finally, in place of its Poisonous Breath, it has the following action.
Scorching Breath (Recharge 6). The fire tatzelwurm exhales a cloud of fiery soot in a 15-foot cone. Each creature in that area must make a DC 14 CON save, taking 21 (6d6) fire damage on a failure, or half as much damage on a success. A creature that fails its save takes an additional 7 (2d6) fire damage at the beginning of its turn. A creature can use its action to pour water on an affected creature to negate the additional damage.
Note: Acid and fire tatzelwurms can take a version of the tatzelwurm’s Toxic Breath that dilutes the efficacy of their breath weapons by halving all damage in exchange for a more frequent recharge.
New Magic Items and Spells
The following magic items and spells are inspired by the tatzelwurm.
HISSING KAZOO
Wondrous Item, Uncommon (Requires Attunement)
This tiny instrument is fashioned from a hollowed-out tatzelwurm bone and a reed made from a preserved tatzelwurm tongue.
While attuned to the kazoo, you have proficiency with it. If you already have proficiency with wind instruments, you instead double your PB. You can use an action to play a menacing hiss from the kazoo. Each enemy creature within 30 feet of you that can hear the kazoo must succeed on a DC 13 WIS save or become frightened until the end of your next turn. You must finish a long rest before using this feature again.
SWEPT OFF THEIR FEET
2nd-Circle Evocation | Primordial
Casting Time: 1 action
Range: Self (10-foot radius)
Components: S, M (tatzelwurm tail spike)
Duration: Instantaneous
When you cast this spell, you spin in a circle and a lash of force swings out from you. Each creature within 10 feet of you must succeed on a STR save or be knocked prone.
At Higher Circles. When you cast this spell using a slot of 3rd circle or higher, the spell deals 1d6 bludgeoning damage for each spell slot level above 2nd. A creature that succeeds on its STR save takes no damage. Additionally, the range increases by 5 feet for every two slot levels above 2nd.
TAINTED BLOOD
3rd-Circle Transmutation | Primordial
Casting Time: 1 action
Range: Self
Components V, S, M (tatzelwurm venom)
Duration: Concentration, up to 1 minute and up to 10 hours
For the shorter duration, your blood becomes toxic and spurts when you take piercing or slashing damage. When you take such damage, each creature within 5 feet of you must succeed on a CON save or take 5 (2d4) poison damage.
The toxicity of your blood taints your flesh. For each round you maintained concentration, your flesh becomes poisonous for 1 hour. A creature that consumes your flesh must succeed on a CON save or become poisoned for 8 hours.
Variant. A cleric or paladin can cast a Divine source version of this spell that purifies the caster’s blood. The caster deals radiant damage rather than poison damage, and a creature that consumes the caster’s flesh is vulnerable to radiant damage for 8 hours.
Adventure Hooks
- Small settlements bordering a tatzelwurm’s lair leave offerings of food and valuables to avoid its depredations on their livestock and the inhabitants. However, one village refuses to acquiesce to the creature! They hope to hire brave adventurers to rid themselves of the menace permanently.
- An archmage has captured a mated pair of tatzelwurms and sells the pair’s eggs for surprisingly low sums. The archmage plans to sow chaos in the region when the uncontrolled tatzelwurms mature. The PCs can thwart the madman’s plans and may even temporarily ally with the imprisoned and abused tatzelwurms that desire vengeance against their captor!
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